/sdk/tests/conformance/glsl/misc/re-compile-re-link.html
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Possible License(s): BSD-3-Clause, LGPL-2.1
- <!--
- /*
- ** Copyright (c) 2012 The Khronos Group Inc.
- **
- ** Permission is hereby granted, free of charge, to any person obtaining a
- ** copy of this software and/or associated documentation files (the
- ** "Materials"), to deal in the Materials without restriction, including
- ** without limitation the rights to use, copy, modify, merge, publish,
- ** distribute, sublicense, and/or sell copies of the Materials, and to
- ** permit persons to whom the Materials are furnished to do so, subject to
- ** the following conditions:
- **
- ** The above copyright notice and this permission notice shall be included
- ** in all copies or substantial portions of the Materials.
- **
- ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
- ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
- ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
- ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
- */
- -->
- <!DOCTYPE html>
- <html>
- <head>
- <meta charset="utf-8">
- <title>WebGL Re-Compile and Re-link Shader conformance test.</title>
- <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
- <script src="../../../resources/js-test-pre.js"></script>
- <script src="../../resources/webgl-test.js"> </script>
- <script src="../../resources/webgl-test-utils.js"> </script>
- </head>
- <body>
- <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas>
- <div id="description"></div>
- <div id="console"></div>
- <script id="vshader" type="x-shader/x-vertex">
- attribute float column;
- attribute float height;
- uniform float position;
- void main() {
- gl_Position = vec4(mod(column - position, 1.0) * 2.0 - 1.0, height, 0, 1);
- }
- </script>
- <script id="fshader1" type="x-shader/x-fragment">
- precision mediump float;
- void main() {
- gl_FragColor = vec4(1,0,0,1);
- }
- </script>
- <script id="fshader2" type="x-shader/x-fragment">
- precision mediump float;
- uniform float foobar;
- void main() {
- gl_FragColor = vec4(1,0,foobar,1);
- }
- </script>
- <script id="vshaderB" type="not-js">
- attribute vec2 position;
- varying vec2 v_texCoord;
- void main() {
- gl_Position = vec4(position, 0, 1);
- v_texCoord = vec2(position * 0.5 + 0.5);
- }
- </script>
- <script id="fshaderB" type="not-js">
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D tex;
- void main() {
- gl_FragColor = texture2D(tex, v_texCoord);
- }
- </script>
- <script>
- "use strict";
- description(document.title);
- var wtu = WebGLTestUtils;
- var gl = wtu.create3DContext("example");
- var vsSource = document.getElementById("vshader").text;
- var fs1Source = document.getElementById("fshader1").text;
- var fs2Source = document.getElementById("fshader2").text;
- var vsSourceB = document.getElementById("vshaderB").text;
- var fsSourceB = document.getElementById("fshaderB").text;
- var vShader = gl.createShader(gl.VERTEX_SHADER);
- var fShader = gl.createShader(gl.FRAGMENT_SHADER);
- var vShaderB = gl.createShader(gl.VERTEX_SHADER);
- var fShaderB = gl.createShader(gl.FRAGMENT_SHADER);
- var program = gl.createProgram();
- var programB = gl.createProgram();
- gl.attachShader(program, vShader);
- gl.attachShader(program, fShader);
- gl.attachShader(programB, vShaderB);
- gl.attachShader(programB, fShaderB);
- var success;
- var shader;
- function checkShaderStatus(s) {
- shader = s;
- shouldBeTrue("success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)");
- if (!success) {
- debug("error: " + gl.getShaderInfoLog());
- }
- }
- var prg;
- function checkProgramStatus(p) {
- prg = p;
- shouldBeTrue("success = gl.getProgramParameter(prg, gl.LINK_STATUS)");
- if (!success) {
- debug("error: " + gl.getProgramInfoLog(prg));
- }
- }
- for (var i = 0; i < 10; ++i) {
- gl.shaderSource(vShader, vsSource);
- gl.compileShader(vShader);
- checkShaderStatus(vShader)
- gl.shaderSource(fShader, fs1Source);
- gl.compileShader(fShader);
- checkShaderStatus(fShader)
- gl.linkProgram(program);
- checkProgramStatus(program)
- gl.useProgram(program);
- gl.shaderSource(vShaderB, vsSourceB);
- gl.compileShader(vShaderB);
- checkShaderStatus(vShaderB)
- gl.shaderSource(fShaderB, fsSourceB);
- gl.compileShader(fShaderB);
- checkShaderStatus(fShaderB)
- gl.linkProgram(programB);
- checkProgramStatus(programB)
- gl.useProgram(programB);
- }
- for (var i = 0; i < 10; ++i) {
- // Now change the fragment shader
- gl.shaderSource(fShader, fs2Source);
- gl.compileShader(fShader);
- checkShaderStatus(fShader)
- // And re-link
- gl.linkProgram(program);
- checkProgramStatus(program)
- }
- glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors");
- var successfullyParsed = true;
- </script>
- <script src="../../../resources/js-test-post.js"></script>
- </body>
- </html>